team_round_timer

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team_round_timer is a point entity available in Team Fortress 2 Team Fortress 2.

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Entity description

Round Timer. Timer starts paused by default.

Note.pngNote:The timer does not end the round on its own. You need a separate win condition such as the game_round_win entity.
Note.pngNote:The setup timer does not act as a capture point capture inhibitor. Don't let players out of the spawn area before the setup time is over!
Note.pngNote:The game instantiates this entity class automatically in some situations such as KOTH maps and during the waiting for player state.
Note.pngNote:The tf_logic_koth entity creates two of these timers on map load named zz_red_koth_timer and zz_blue_koth_timer that controls both team timers.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Timer length (in seconds) <integer>
Initial timer length.
Max timer length (in seconds) <integer>
Maximum timer length (0 = no max). This value is used to ensure the timer never goes above this value when SetTime and AddTime are used.
Start paused <boolean>
Should the timer start paused? (will need to send a Resume input to start the timer if this is set).
Setup timer length (in seconds) <integer>
Length of setup time before the round begins and the timer starts to countdown the normal time. (0 = no setup time) Setup time is run at the beginning of every round before the normal time begins.
Reset time on round restart <boolean>
Reset the timer time after a round restart. This is not the setup time, but the normal round time.
Use countdown sounds <boolean>
Let the timer automatically count down the end of a round.
Show timer in the HUD <boolean>
Note: You can only show one timer in the HUD at a time.
Note.pngNote:If you are trying to set up two timers for a King of the Hill map, see tf_logic_koth instead.
Count Direction <choices>
Use this to reverse the timer and have it count from 0 up to the timer length. Sounds and outputs still fire like normal. For example, on a count-up timer with a length of 90 seconds, when it reaches 60 the announcer will say '30 seconds remaining', however, the On30SecRemaining output will fire when the visual timer reaches 61.
  • 0 : Up
  • 1 : Down

Inputs


Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.
Pause
Pause the timer.
Resume
Resume the timer.
SetTime <integer>
Set the timer to this value (in seconds).
AddTime <integer>
Add time to the timer (in seconds). Added time cannot exceed the max timer length.
AddTeamTime <string>
Input takes a string (space delimited) with the team number and the time to be added (in seconds) because of the team (2 for red, 3 for blue, and 0 for no team...but you could just use AddTime for that). Added time cannot exceed the max timer length. Example: 2 600 (adds 10 minutes because of team red)
Restart
Restart the timer.
ShowInHUD <boolean>
Show this timer in the HUD (0 no, 1 yes).
SetMaxTime <integer>
Set the max timer length to this value (in seconds). The timer's time will never exceed this value.
AutoCountdown <boolean>
Turn off/on the auto countdown feature (0 no, 1 yes).
SetSetupTime <integer>
Set the setup time length to this value (in seconds).

Outputs


Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.
On5MinRemain
Sent when 5 minutes remain.
On4MinRemain
Sent when 4 minutes remain.
On3MinRemain
Sent when 3 minutes remain.
On2MinRemain
Sent when 2 minutes remain.
On1MinRemain
Sent when 1 minutes remain.
On30SecRemain
Sent when 30 seconds remain.
On10SecRemain
Sent when 10 seconds remain.
On5SecRemain
Sent when 5 seconds remain.
On4SecRemain
Sent when 4 seconds remain.
On3SecRemain
Sent when 3 seconds remain.
On2SecRemain
Sent when 2 seconds remain.
On1SecRemain
Sent when 1 second remains.
OnRoundStart
Sent when the round starts.
OnFinished
Sent when the timer is finished.
OnSetupStart
Sent when the setup time begins.
OnSetupFinished
Sent when the setup time is finished.